Thursday 30 September 2021

Some more fierce Landknechts ...

As I‘m running out of projects, thanks to covid and all... I just bought some Artizan Designs miniatures Landskechts and painted them. 

But I am a bad Landsknecht father ... aaand as the world needs more painted landsknechts that have a more sophisticated outfit other than different coloured legs and arms (as I would call that a Swiss pikeman) - I decided to sell them! 20 inclusive command group but un-based and without flags, as each madman his own, as I never saw an Renaissance army based like the other.

Also I wanted to test how ebay works and if there are people who would buy them ...

https://www.ebay.co.uk/itm/144226142700

... in case not of course, I would be naturally obliged to keep them ... :)















Saturday 25 September 2021

1914 - Guns of August test game 1

After a very long built up, my big dream becomes reality and I transferred the Avalon board game with the same name onto 6mm and two big 8x6 tables - introducing Guns of August. Campbell played the Austrians, Bart the Germans and Alisdair the French, I jumped between the Russians and umpiring/ introducing the game rules to the players. 

In short: Bart decided to go on a heavy defense on the western front and an offensive on the eastern, just to buckle the trend. Campbell funnily enough decided to exact revenge on the Serbs and nearly left the two frontier towns Lemberg and Przemysl (the correct pronunciation goes something like: "Shut up, Bart!") like in the original nearly undefended. The Russian steam train went out of steam and digged themselves in very fast. The French as usual got some bloody noses after the doctrine Plan 17, but then just repaired the damage. stalemate on September already! Britain followed late into the Entente on November, but then France declared war on Belgium and invaded, to circumvent the Ardennes. Unfortunately Romania declared war on Russia and joined the central powers - ouch!

A very chaotic, but in all positive start for the central powers ... we got until November... the reinforcement phase still coming! ...

It was planned as a test game - as I wasn‘t sure about the built up and down time and how many months we would fit into a club night - But 3.5 month is a good start, given that much time was lost due to explaining. Maybe we can get this to 4.

The sound wall of the club was very loud so it is a bit stressful to delegate so many players at the same time. Also the supply rules proved to be too much for the honourable audience (I regret not taken a picture of their faces!) - So I changed the supply rules back to the basic game for the future. 

The rules are easy, but still they need to be understood to be played fluently! So that's why next Thursday, we will take up on that, to see how far we get then. A Sunday game to start with or once in a while in between would really benefit the progress of this big game.


The two 8x6 tables

Western front set up

Eastern front set up

After first turn (August)

Turkey joined the central powers






Friday 17 September 2021

1870 - its getting colder at Sanguine-ville

It was time again for some 10mm, Franco-Prussian War, Black Powder (with some house rules) all fictional, in our club - Bart and Alisdair played the imperial French guard while I played the Prussian (a Infantry corps and a off table cavalry corp reserve).

The Prussians had advanced, their cavalry were mis led by the French and far away and would come and join the battle at a later stage (1d6 turns and then on a 1in6 entry cascading)! Also unfortunately heavy fog and mist was still lingering in the valley (and units underneath it could not be shot at or shoot or receive any commands).

The French were poised to attack, and advanced down the hills while the clouds prevented the Prussian from seeing anything. The centre piece village (lets call it Sanguine-ville) were the Prussian HQ was stationed was quickly over run by French voltigeurs and the main artillery. The Jaegers were slammed and the ammunition cart was lost but the General was able to retreat to the other side of the valley.

Then Bart just as the mist lifted, attacked the Prussian line ... the chassepot did cause terrific losses, but the Prussian Krupp guns were at the ready -  and Barts infantry suffered a lot too. In that time, I rolled successfully for the arrival of the cavalry - which then outnumbered his, and so his outflanking manouvre failed. Then Alisdair approached in Chassepot distance just enough to be out of range of my line. But also not out of range of my guns ... The French suffered naturally as they attacked and they had one window of chance to break my line, but unfortunately the cavalry came back too early and the clouds drifted away too early as well ....

Aaand - I need more French infantry,  so there is a fighting chance ... maybe more cavalry as well ... sure as hell a new project for the upcoming year!


Initial set up in the misty valley

Alisdairs French right wing

My Prussian right wing

Waiting for the cavalry ....

Sanguine-ville and my HQ hidden in clouds ...

The clouds pass ... right over my line ...

Skirmish at the pond of Sanguine-ville



Jaegers being shot to pieces ...

And the corps artillery can‘t help ...

The French move with the clouds ... dangerous ...

But then the wind direction changed ....

... finally my line exposed.

First cavalry fights ...

The French charge, but did not break through ...

My left wing stays put behind the river...

And my cavalry arrives ...

The French advance guard collapsed... after blowing up my ammo train!

The French Right wing advances ...

The Prussian corps artillery advances ...

After fights the French lose the cavalry dog fight ...

Everybody stays put and fires "at will" ...

Both sides takes casualties, but the Krupp guns are deadly ...

Now with the new cavalry the French are outnumbered...

One last final push, but also Alisdair cannot break the Prussian line





Saturday 4 September 2021

1780 - AWI - Bring home the bacon!

It was time for a bit AWI, fictional scenario, 28mm, Black Powder plus house rules, two brigades of British/Hessians vs 3 American brigades.

At the end of the war a British brigadier (Bart) gets the mission to do a show off sortie to get more supplies for the subjects of the crown in dear New York. As getting out and getting the supplies, would be the easiest part, the most crucial would be the way back. The British player would win if at least 7 of his 13 units (5 of them were just plain wagons) would make it to the other short edge of an 8x6 table. The Brits would start the 1st turn at dusk, visibility was just 18", the other 2 rebel brigades far away and the two Continental regiments deep asleep in their tents at the road blockade with just some rifemen and indians on the watch - what could possibly go wrong?

Alisdair, after a break of over 18 month, joined the fray as a commander of the rebels. The Brits were able to move all of their units on the table on the 1st turn and the fog still was heavy and no sound alarmed the colonists or native American sentinels. Then Bart rolled a blunder. The fog lifted. The alarm was raised. and the Militia was near the board be able to roll for entry. 

Then the Brits charged into the manned camp, despite heavy first and closing fire the rebels lost quickly the grip ... too early for a fight. Then the Hessians blundered. And the militia came on the table. Then the fighting became very intense. Native skirmishers vs Jägers and British pickets ... and then the old siege gun fired ... and exploded and hurt the riflemen and "Smallwoods" continental regiment ... both were understandably shaken. The American defense line faltered, everybody was in retreat, it looked grim.

Then the last Brigade with the Continentals and a gun arrived and swung fortunas scales around again and the Brits now had two ways to go to New York, both blocked by a brigade. So Bart charged. Line after line regiment  broke, but the Rebels payed back in bullets. The Redcoats slowly but steadily lost their elan (special rules like crack and steady and hitpoits waned away). He decides to get the  Hessians and the cats and wagons through were the faltering Militia was retreating and sacrifice his British grenadiers. It looked again like a victory for the Brits/bart.

Well, then fortuna did volte again, and the last line of "waivering" Militia stood its ground. How many time did I heard the silent curse of a British player "Damn, they just won‘t die!" - I lost count. And no they didn‘t. At the end of the club time the Brits had retreated from the advancing Continentals and weren‘t sacrificed, but many Hessian soldiers were littering the battlefield with lots of militia men ...

... and the other way was still blocked by one Militia regiment - the Brits lost.

It was a fantastic game with lots fun and surprises and yes, many times it looked as if it could have gone the other way. Le petit guerre made an entertaining evening on our tabletop!


Initial set up

Rebels to come on the table

Brits to come on the table (minus the beers)



The Rebel camp - still asleep

Then everybody arrives ... after some blunders



Then the old siege gun fires and explodes ...

Hurting the units around (d6 hits)

Then the Militia arrives, Huzza!

And the Redcoats advance!

The American camp looks weak ...

The Militia is there but still not fast enough ...

The British LI charges into the NY 3rd regiment and wins the combat - they are in!

Then the Hessians misunderstand a command for the whole brigade ...

Because of the gun and the LI charge every camp unit is shaken!

The 3rd NY Regt break

The Grenadier charge and break the Riflemen ...

The Patriots must some sort of defense ...



But get charged by the Grenadiers

Then the other Continental regiments arrive!!!

Suddenly the Brits seem stuck

Many shaken because of the charges ... no time to rally ...

The Militia flank is very weak though ...

And in a bad tactical position ...

In the fire line of the Hessian grenadiers



One regiment after the other breaks in their volleys ...

The battle weary Hessian grenadiers push forward to the last militia ...

... and loose and break - game over.

British stats and scenario rules

American stats and scenario rules

Scenario set up